Unity Products:Amplify Animation Pack/AnimCat and Unity Products:Amplify Impostors/Lightmap Baking: Difference between pages

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<span style="font-size: 120%;">[https://u3d.as/2HjE Product Page] - [[Unity_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unity_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span>
<span style="font-size: 120%;">[http://amplify.pt/unity/amplify-impostors Product Page] - [[Unity_Products:Amplify_Impostors/Manual| Manual]] - [[Unity_Products:Amplify_Impostors/Custom_Baking| Custom Baking]] - [[Unity_Products:Amplify_Impostors/Lightmap_Baking| Lightmap Baking]] - [[Unity_Products:Amplify_Impostors/Roadmap| Roadmap]]</span>


== Introduction ==


<span style="font-size: 120%;">[[Unreal_Products:Amplify_Animation_Pack/Manual| Manual]] - [[Unreal_Products:Amplify_Animation_Pack/AnimCat| Animation Catalogue]]</span>
Due to high demand, as of version 0.9.5, you can now bake and render impostors with static Lightmap information. Be advise that, due to the static nature of lightmaps, doing this means all impostors sharing the same texture will also share the same light information. Making that light information different between similar impostor means baking different lightmaps to different objects which in turn increase the texture footprint of your application. If you use this feature it means you accept that trade-off when using multiple lightmapped impostors. This feature has some special uses cases, for instance, you might only want a impostor of a single static object that has baked lighting, or your multiple baked impostors might be sharing very similar lighting conditions in which case the different of objects would be neglectable.


==Definitions==
This is also a somewhat advance feature that uses custom baking to bake and render the lightmap information so we highly recommend you to first read the [[Unity_Products:Amplify_Impostors/Custom_Baking| custom baking tutorial here]] to understand the underlying concept.
{|
|-
| '''R'''- Right || '''Up''' - Up || '''Fwd''' - Forward || '''RA''' - Right Arm
|-
| '''L''' - Left || '''Dn''' - Down || '''Bwd''' - Backward || '''LA''' - Left Arm
|}


==Locomotion==
== Description ==


{| class="mw-collapsible mw-collapsed wikitable"
You'll be creating a bake shader that outputs the lightmap in to a single RGBA texture and another that reads it. Because the light information can use higher values that single colors allow, unity packs the lightmap color RGB into a RGBM format where the M is a multiplier of RGB, this only means you'll need all four channels of a single texture and not just 3. You'll then need to create the runtime shader that reads that RGBA texture file and unpacks it into the original RGB information. While this might sound confusing at first its actually a matter of just adding an extra texture output and use it. We provide a shader function that automatically does the packing and the shader already unpacks the result without extra work.
! Idle
|-
|Turn_L_90
|-
|Turn_R_90
|-
|Turn_L_180
|-
|Turn_R_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Walk
|-
|Walk_Fwd
|-
|Walk_Fwd_L
|-
|Walk_Fwd_R
|-
|Walk_Bwd
|-
|Walk_Bwd_L
|-
|Walk_Bwd_R
|-
|Walk_L
|-
|Walk_R
|-
|Walk_Turn_R
|-
|Walk_Turn_L
|-
|Walk_Settle
|-
|Walk_Hardturn_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Run
|-
|Run_Fwd
|-
|Run_Fwd_R
|-
|Run_Fwd_L
|-
|Run_L
|-
|Run_R
|-
|Run_Settle
|-
|Run_Hardturn_180
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Sprint
|-
|Sprint_Fwd
|-
|Sprint_Fwd_L
|-
|Sprint_Fwd_R
|-
|Sprint_L
|-
|Sprint_R
|-
|Sprint_Settle
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Crouch
|-
|Crouch_Idle
|-
|Crouch_Walk_R
|-
|Crouch_Walk_L
|-
|Crouch_Walk_Fwd_R
|-
|Crouch_Walk_Fwd_L
|-
|Crouch_Walk_Fwd
|-
|Crouch_Walk_Bwd_R
|-
|Crouch_Walk_Bwd_L
|-
|Crouch_Walk_Bwd
|-
|Crouch_Turn_R_90
|-
|Crouch_Turn_L_90
|-
|Crouch_Turn_180
|-
|Crouch_Settle
|-
|Crouch_Hardturn_180
|-
|Crouch_Crawling
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Crawling
|-
|Crawling_Idle
|-
|Crawling_BarrelRoll_L
|-
|Crawling_BarrelRoll_R
|-
|Crawling_Crouch
|-
|Crawling_Walk_Fwd
|-
|Crawling_Walk_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Strafe
|-
|Strf_Fwd_R_45
|-
|Strf_Fwd_R
|-
|Strf_Fwd_L_45
|-
|Strf_Fwd_L
|-
|Strf_Fwd
|-
|Strf_Bwd_R_45
|-
|Strf_Bwd_R
|-
|Strf_Bwd_L_45
|-
|Strf_Bwd_L
|-
|Strf_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Jump
|-
|Jump_Fwd
|-
|Jump_in_Place
|-
|Jump_in_Place_Loop
|-
|Jump_in_Place_Still
|-
|Jump_in_Place_Loop_Still
|-
|Jump_Exit
|-
|Jump_Loop
|-
|Jump_Enter
|-
|Jump_Fwd_Land_Run
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Obstacle
|-
|Obstacle_Bump
|-
|Obstacle_Climb_Loop
|-
|Obstacle_Climb_onTop
|-
|Obstacle_Climb_Start
|-
|Obstacle_Climb_Down
|-
|Obstacle_ClimbM
|-
|Obstacle_Corner_Inside_L
|-
|Obstacle_Corner_Inside_R
|-
|Obstacle_Corner_Outside_L
|-
|Obstacle_Corner_Outside_R
|-
|Obstacle_Drop_Loop
|-
|Obstacle_Ledge_Unbalance
|-
|Obstacle_Move_L
|-
|Obstacle_Move_R
|-
|Obstacle_Vault
|}
 
==Ladder==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Ladder
|-
|Ladder_Ascend_Loop
|-
|Ladder_Descend_Loop
|-
|Ladder_Enter_Back_Dnm
|-
|Ladder_Enter_Dn
|-
|Ladder_Enter_Up
|-
|Ladder_Exit_Dn
|-
|Ladder_Exit_Up
|-
|Ladder_Idle
|-
|Ladder_Slide_Enter
|-
|Ladder_Slide_Exit
|-
|Ladder_Slide_Loop
|}
 
==Weapons==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Bow
|-
|Bow_Aim
|-
|Bow_Release
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Modern
|-
|Variations for Walk, Run, etc, with Assault Riffle, Hand Gun and Bow (+300 Animation Sequences)
|}
 
==Combat==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Dodge
|-
|Dodge_R
|-
|Dodge_L
|-
|Dodge_Fwd_R
|-
|Dodge_Fwd_L
|-
|Dodge_Fwd
|-
|Dodge_Bwd_R
|-
|Dodge_Bwd_L
|-
|Dodge_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Roll
|-
|Roll_R
|-
|Roll_L
|-
|Roll_Fwd_R
|-
|Roll_Fwd_L
|-
|Roll_Fwd
|-
|Roll_Bwd_R
|-
|Roll_Bwd_L
|-
|Roll_Bwd
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Punch_
|-
|Punch_L
|-
|Punch_R
|-
|Punch_Heavy
|-
|Plunge
|-
|Plunge_Idle
|-
|ThrowObject
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Hit
|-
|Hit_Bwd
|-
|Hit_Fwd
|-
|Hit_L
|-
|Hit_R
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Death
|-
|Death_Bwd
|-
|Death_Fwd
|-
|Death_L
|-
|Death_R
|}
 
==Driving==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Base Car Interaction
|-
|Car_Enter_L
|-
|Car_Enter_R
|-
|Car_Exit_L
|-
|Car_Exit_R
|-
|Car_Idle_L
|-
|Car_Idle_R
|}
 
==Boating==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Kayak
|-
|Kayak Enter
|-
|Kayak Exit
|-
|Kayak Climb
|-
|Kayak Idle
|-
|Kayak Move Fwd
|-
|Kayak Move Bwd
|-
|Kayak Turn L
|-
|Kayak Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Gondola
|-
|Gondola Enter
|-
|Gondola Exit
|-
|Gondola Climb
|-
|Gondola Idle
|-
|Gondola Move Fwd
|-
|Gondola Move Bwd
|-
|Gondola Turn L
|-
|Gondola Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Sailing Boat
|-
|Sail Enter
|-
|Sail Exit
|-
|Sail Climb
|-
|Sail Idle
|-
|Sail Turn L Enter
|-
|Sail Turn L Loop
|-
|Sail Turn L Exit
|-
|Sail Turn R Enter
|-
|Sail Turn R  Loop
|-
|Sail Turn R Exit
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Paddle Boat
|-
|Boat Enter
|-
|Boat Exit
|-
|Boat Climb
|-
|Boat Idle
|-
|Boat Turn L
|-
|Boat Turn L
|-
|Boat Turn L
|-
|Boat Turn R
|-
|Boat Turn R
|-
|Boat Turn R
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
! Rowing Boat
|-
|Rowing Enter
|-
|Rowing Exit
|-
|Rowing Climb
|-
|Rowing Idle
|-
|Rowing Fwd
|-
|Rowing Bwd
|-
|Rowing Turn L
|-
|Rowing Turn R
|}
 
==Interactions==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Misc Interactions
|-
|Drink
|-
|Grab_item
|-
|Heal_bandages
|-
|Knock_on_door
|-
|Lever_Floor_Pull
|-
|Lever_Floor_Push
|-
|Lever_Wall_Pull
|-
|Lever_Wall_Push
|-
|Open_Door_UpperBody
|-
|Open_Door_Outside
|-
|Close_Door_Outside
|-
|Close_Door_Inside
|-
|Open_Door_Inside
|-
|Pick_Fwd
|-
|Pick_L
|-
|Pick_R
|-
|Press_Button
|-
|Press_Loop
|-
|Push_Enter
|-
|Push_Start
|-
|Push_Loop
|-
|Push_End
|-
|Push_Exit
|-
|Push_Idle
|-
|Push_Idle_inPlace
|-
|Push_loop
|}
 
==Climb==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wall
|-
|WallPoints_Idle
|-
|WallPoints_Aim_Bwd
|-
|WallPoints_Aim_Dn_LA
|-
|WallPoints_Aim_Dn_RA
|-
|WallPoints_Aim_L_LA
|-
|WallPoints_Aim_R_RA
|-
|WallPoints_Aim_Up_LA
|-
|WallPoints_Aim_Up_RA
|-
|WallPoints_Jump_Bwd
|-
|WallPoints_Jump_Dn_L
|-
|WallPoints_Jump_Dn_LA
|-
|WallPoints_Jump_Dn_R
|-
|WallPoints_Jump_Dn_RA
|-
|WallPoints_Jump_L
|-
|WallPoints_Jump_R
|-
|WallPoints_Jump_Up_L
|-
|WallPoints_Jump_Up_LA
|-
|WallPoints_Jump_Up_R
|-
|WallPoints_Jump_Up_RA
|-
|WallPoints_Release_Start
|-
|WallPoints_Release_End
|-
|WallPoints_Kick_Dn
|-
|WallPoints_Kick_Dn_L
|-
|WallPoints_Kick_Dn_R
|-
|WallPoints_Punch_L
|-
|WallPoints_Punch_R
|-
|WallPoints_Punch_Up
|-
|WallPoints_Punch_Up_L
|-
|WallPoints_Punch_Up_R
|-
|WallPoints_Hit_Dn
|-
|WallPoints_Hit_L
|-
|WallPoints_Hit_R
|-
|WallPoints_Hit_Up
|-
|WallPoints_jump_grab
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Bar
|-
|Bar_Idle
|-
|Bar_idle_2_Grab
|-
|Bar_Climb
|-
|Bar_Corner_Inside_L
|-
|Bar_Corner_Inside_R
|-
|Bar_Corner_Outside_L
|-
|Bar_Corner_Outside_R
|-
|Bar_jump_Fwd
|-
|Bar_Move_Enter_L
|-
|Bar_Move_Exit_L
|-
|Bar_Move_Loop_L
|-
|Bar_Move_Enter_R
|-
|Bar_Move_Exit_R
|-
|Bar_Move_Loop_R
|-
|Bar_Release_end
|-
|Bar_Release_start
|-
|Bar_Turn
|-
|Bar_Walk_Fwd
|-
|Bar_Walk_Idle
|-
|Bar_Walk_Turn
|-
|Bar_GoDown
|}
 
==Cover==
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wall
|-
|Wallcover_Idle_L
|-
|Wallcover_Idle_R
|-
|Wallcover_CornerInside_Walk_L
|-
|Wallcover_CornerInside_Walk_R
|-
|Wallcover_CornerOutside_Walk_L
|-
|Wallcover_CornerOutside_Walk_R
|-
|Wallcover_Enter
|-
|Wallcover_Exit_Bwd_L
|-
|Wallcover_Exit_Bwd_R
|-
|Wallcover_Exit_L
|-
|Wallcover_Exit_R
|-
|Wallcover_Sneak_L
|-
|Wallcover_Sneak_R
|-
|WallCover_Sneak_Enter_L
|-
|WallCover_Sneak_Enter_R
|-
|WallCover_Sneak_Loop_L
|-
|WallCover_Sneak_Loop_R
|-
|WallCover_Sneak_Exit_L
|-
|WallCover_Sneak_Exit_R
|-
|Wallcover_ThrowObject_L
|-
|Wallcover_ThrowObject_R
|-
|Wallcover_Walk_L
|-
|Wallcover_Walk_R
|-
|Wallcover_Walk_Turn_L
|-
|Wallcover_Walk_Turn_R
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Low Wall
|-
|LowCover_Idle_L
|-
|LowCover_Idle_R
|-
|LowCover_CornerInside_Walk_L
|-
|LowCover_CornerInside_Walk_R
|-
|LowCover_CornerOutside_Walk_L
|-
|LowCover_CornerOutside_Walk_R
|-
|LowCover_Crouch_to_Stand_L
|-
|LowCover_Crouch_to_Stand_R
|-
|LowCover_Enter_Crouch_L
|-
|LowCover_Enter_Crouch_R
|-
|LowCover_Enter_L
|-
|LowCover_Enter_R
|-
|LowCover_Exit_Bwd
|-
|LowCover_Exit_Bwd_Crouch
|-
|LowCover_Exit_Bwd_Crouch_L
|-
|LowCover_Exit_Bwd_Crouch_R
|-
|LowCover_Exit_Bwd_L
|-
|LowCover_Exit_Bwd_R
|-
|LowCover_Exit_L
|-
|LowCover_Exit_L_Crouch
|-
|LowCover_Exit_R
|-
|LowCover_Exit_R_Crouch
|-
|LowCover_Sneak_Enter_L
|-
|LowCover_Sneak_Enter_R
|-
|LowCover_Sneak_Enter_Up_L
|-
|LowCover_Sneak_Enter_Up_R
|-
|LowCover_Sneak_Loop_L
|-
|LowCover_Sneak_Loop_R
|-
|LowCover_Sneak_Loop_Up_L
|-
|LowCover_Sneak_Loop_Up_R
|-
|LowCover_Sneak_Exit_L
|-
|LowCover_Sneak_Exit_R
|-
|LowCover_Sneak_Exit_Up_L
|-
|LowCover_Sneak_Exit_Up_R
|-
|LowCover_Stand_to_Crouch_L
|-
|LowCover_Stand_to_Crouch_R
|-
|LowCover_ThrowObject_Fwd
|-
|LowCover_ThrowObject_L
|-
|LowCover_ThrowObject_R
|-
|LowCover_Walk_L
|-
|LowCover_Walk_R
|-
|LowCover_Walk_Turn_L
|-
|LowCover_Walk_Turn_R
|}
 
==Water==
{| class="mw-collapsible mw-collapsed wikitable"
! Swim
|-
|Dive_End
|-
|Dive_Swim_Dn
|-
|Dive_Swim_fwd
|-
|Dive_Swim_L
|-
|Dive_Swim_R
|-
|Dive_Swim_Up
|-
|Dive_under
|-
|Drowning
|-
|Swim idle
|-
|Swim_Bwd
|-
|Swim_fwd
|-
|Swim_L
|-
|Swim_R
|}

Revision as of 15:58, 26 March 2019

Product Page - Manual - Custom Baking - Lightmap Baking - Roadmap

Introduction

Due to high demand, as of version 0.9.5, you can now bake and render impostors with static Lightmap information. Be advise that, due to the static nature of lightmaps, doing this means all impostors sharing the same texture will also share the same light information. Making that light information different between similar impostor means baking different lightmaps to different objects which in turn increase the texture footprint of your application. If you use this feature it means you accept that trade-off when using multiple lightmapped impostors. This feature has some special uses cases, for instance, you might only want a impostor of a single static object that has baked lighting, or your multiple baked impostors might be sharing very similar lighting conditions in which case the different of objects would be neglectable.

This is also a somewhat advance feature that uses custom baking to bake and render the lightmap information so we highly recommend you to first read the custom baking tutorial here to understand the underlying concept.

Description

You'll be creating a bake shader that outputs the lightmap in to a single RGBA texture and another that reads it. Because the light information can use higher values that single colors allow, unity packs the lightmap color RGB into a RGBM format where the M is a multiplier of RGB, this only means you'll need all four channels of a single texture and not just 3. You'll then need to create the runtime shader that reads that RGBA texture file and unpacks it into the original RGB information. While this might sound confusing at first its actually a matter of just adding an extra texture output and use it. We provide a shader function that automatically does the packing and the shader already unpacks the result without extra work.